protected GameState updateThis(float et) { music.update(et); factory.update(et, player.getSpeed()); field.update(et); tunnel.update(et); float offset = -getNearClippingPlane() - player.getL() / 2; totalDistance += -player.getZ() + offset; distortion.translateZ(player, offset, player.getSpeed()); tunnel.translateZ(player, offset); field.translateZ(player, offset); if (player.isAlive()) { return this; } else if (fadeOut > 0) { fadeOut -= FADE_OUT_RATE * et; return this; } else { // TODO: Better end-of-game System.out.println("Game over!"); System.out.println("Your score: " + score); System.out.println("Your speed: " + player.getSpeed()); System.out.println("Your distance: " + totalDistance); return null; } }
public Tunnelblick(GameManager man) { this.man = man; player = new Player(this); field.add(player); music = new MusicPlayer(distortion); man.getAudioPlayer().addSource(music, (short) 0x7FFF); }
protected void drawThis(GL2 gl) { gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); configureGL(gl); tunnel.draw(gl, distortion); field.draw(gl); }